Edit* I realize I can't find the words to explain what I mean and all other words will likely miscommunicate, so...nevermind.
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I just felt like bumping^^
*clicks the like button*
This is what i meant
http://static2.finalfantasyxiv.com/a...T5gT4F5stw.png
can.. i bump this? :D
I don't think I understand what the OP says.
But when seeing ARR's camera it seems disjointed from the character. Like some sort of global camera.
I dislike that.
I'm not sure if this thread is about that.
I think 1.0s version is probably the best approach for this subject.
As you said, having an obstacle obstructing the view between the camera and your character is not good, I agree with that.
However, you can't just think about hiding a part or the whole object and here's why:
Imagine you're tanking a boss against a wall. With the camera behind you, you'd just hide the wall. However, since the camera is far away from the character. You would see all this space below the floor (just like how you saw the ocean when you got stuck in 1.0).
I couldn't find a better picture, but this one shows exactly what I mean.
http://s3.vidimg.popscreen.com/origi...n-sequence.jpg
A lot of games simply don't change the camera and it goes through objects and this happens, which I find it to be horrible and break the whole idea you have of a game map. 1.0s approach was really good since it kept the camera view inside the map's "borders" at all times.
Now you could separate the way the camera works for the terrain and the objects, but the example you gave of tanking against a wall wouldn't really fit.
So it's not a simple problem to solve and 1.0s was, however, really good at this. I hope the camera collision comes back ;P